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Pre-Release Patch Notes (Feb 19, 2026)
Update 4 (Part 1)
Enable via Launcher → Settings → Pre-Release
Update 3 was rolled out earlier this week, on top of a few hotfixes rolled out today and yesterday, so we kept this Update 4 Part 1 a bit lighter.
Headline Features
-Players may now have multiple instances of Hytale running simultaneously. To reduce the risk of save corruption, players are advised against opening the same world multiple times simultaneously.
-The Mod Management UI has been updated and moved to its own section within the World Settings Screen. You can now view mod versions, icons, and other details. A warning icon is displayed when a mod targets a different game version.
-Hosts can now specify a fallback server for when players disconnect unexpectedly.
-Added a Backup management interface that will attempt to recover broken worlds.
Avatar & Cosmetics
-One of the Basic Sandals cosmetics is now referred to as Leather Sandals.
-Long Sleeved Tunic is now referred to as Cotton Tunic.
-Puffy Ponytail is now referred to as Puffy Bun.
Items & Equipment
-Fishing traps may now be placed closer to other blocks, in shallow water, and will now always display their placement preview.
-The bow can no longer be drawn if you have no ammunition.
-Hatchets, pickaxes, and shovels will now also lose durability if used on wood.
World & Blocks
-The Lumberjack Lamp may now be placed facing different directions.
-Blue Winter Seaweed now produces bubbles and the amount of oxygen it grants has been modified.
-Decorative chains and brick beams can now support more decorative blocks hanging from them.
-Windows and Cloth Roof blocks no longer require other blocks to support them.
-Chandeliers can hang from more block types.
-Dirt and Grass block variations now have a family assigned.
-A template has been created for Soils.
NPCs & Encounters
-Elemental Golems have had their animations and interactions updated.
-Moose have been slowed down by 20%.
Audio
-Audio emitters have been updated to allow users to better specify where sounds are played from.
-Genesis has been returned to the game in Zone 4.
-Traveling Band has been added to Zone 1 during the night.
UI & Quality of Life
-You can now hold the Drop Item button and mouseover items in your inventory to drop stacks of items in Adventure Mode, or destroy them in Creative Mode.
-Crafting Benches now display the rarity of items you can create.
-Crafting Benches now display how many items are currently queued to be crafted.
-Updated the charset to include the Latin Extended-A range.
-Introduced a font fallback support cache.
-Added additional translation support for map marker keys, the ui-gallery command window and backup frequency world settings.
-Added additional translation support for the ui-gallery command window.
-Updated the drag grip icon in the Creative Mode quick settings.
-Added an option to the in-game reporting tool, granting permission to contact the user for more information.
-Halved the bandwidth usage of the worldmap.
-Cleaned up the input system.
Modding & Tools
-Added a new debug flag, VisPath, enabling visualization of NPC pathing.
-Updated the protocol, supporting formatted and translated messages being displayed upon being disconnected from a server.
-Added support for config schema generation.
Implemented high DPI for the asset editor.
-Added undo group size quick settings for Builder Tools, allowing for easier undoing of larger edits.
-Added support for prefabs to undo in scripted brushes.
-Enhanced the material support for Builder Tools to now include holders, fillers, fluids and other storable types.
-Players can now specify a default rotation angle and axis for Creative Brushes.
-Scripted brushes can now rotate shapes using rotation angle, axis and origin of rotation.
-Server exits due to ‘MOD_ERROR (code 9)’ will now provide an option to navigate directly to the new Mod Management UI screen.
-Added an icon to clearly identify modded worlds.
World Generation
-Reconfigured the Oasis Portal Spawns to ensure players spawn within the oasis basin.
-Updated the Oasis Biome to improve performance.
Bug Fixes
Combat & Item Fixes
-Fixed an edge case with NPCs getting stuck if they lost a jumping target under certain conditions.
-Fixed some items, such as salt and tropical fences, dropping as something entirely different.
-Tavern Planters now take multiple hits to break, and are broken faster with a hatchet.
-Kebabs and Skewers will now be held properly in the hand.
-Fixed a NullPointerException error that can occur with incorrectly configured gathering fields.
World & Block Fixes
-Stacked slabs should now consume and drop the correct number of items.
-Fixed stalactites and rubble not belonging to the correct block sets.
-Added some additional block set references to blocks that were missing them.
-The T1 Furnace is now less transparent at certain angles.
-Fixed an issue where portals could be invalidated by interacting with the device too quickly.
-Fixed some incorrect references with the Rock_Shale_Cobble_Corner item.
Creative Tool, Modding & Plugin Fixes
-Fixed large previews rendering incorrectly with the Paste Tool.
-Fixed the Machinima Tool’s ActiveKeyFrame being displayed when there was no active one.
-Fixed entities not remaining frozen from the Entity Tool if the player leaves and rejoins the world.
-The /importobj command once again allows singleplayer world owners to import any object from any path.
-Fixed the /plugin reload command when a plugin has dependencies.
UI & Display Fixes
-Fixed various crashes that can occur if UI elements are missing.
-Holding ENTER when opening the Chat no longer discards the next key pressed.
-Fixed shutdown messages not being localized.
-Magical Pigtails are no longer referred to as a Magical Ponytail.
-Various typos have been removed.
-Various incorrect translations have been rectified.
Other Fixes
-Fixed a crash that can occur when servers send null interface commands.
-The Humanoid Detail Boxes have been updated to resolve a HitBox issue.
-Added clamping to prevent fog from rendering inverted.
English

Hey, we're looking for animators capable of creating @Hytale style animations with @blockbench ! Share your best animations and portfolios here! 👀
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The Creator-Only Hytale Survival Games beta is TOMORROW! There’s still some space, so let me know if you want to play! Last chance!
HytaleSG@HytaleMinigames
Yep, we're finally ready. Be there - Sunday, Feb 8th, 4:30 PM EST (or 3:00 PM EST to watch your favorite streamers try it first.) And join our Discord to engage with the community, for future events & rewards! Any creators you want to see play? Tag them below!
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Hytale early access date is now set for January 13, 2026.
This is true early access, meaning it’s still very much unfinished and broken, but you have my and the team's commitment to make Hytale the game we’ve always wanted it to be. The game isn't good yet; eventually, it will be. If you don’t feel comfortable pre-ordering or participating in Early Access, please don’t.
Hytale and Hypixel Studios are independent again, and we are returning to the original vision from the 2018 trailer. Because we went back to an older game build from 4 years ago that was now meant for prototyping, some parts of the game will feel behind, but our momentum is strong, and we’re working fast to make this into the game we all dreamed of.
Modding and creative tools are in a decent state; however, they’re not where we want them long term. That being said, they’re ready for players who want to create content on day 1. This is a good moment for modders, server owners, and creators to step in early! They will play a significant role in Hytale’s future.
The first impression will be rough, but the path ahead matters more. More details are coming soon. Follow our social channels for updates, and we hope to see you on January 13, 2026.
Thank you, everyone, for your support. Hytale has been through a long journey, and soon, we will be home.
Hytale@Hytale
Hytale Early Access JANUARY 13, 2026
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